Previews

Nanobreaker

In addition to the bevy of physical attacks, a series of special power-ups fueled by destroyed enemies are also available. Each of these can be used an infinite number of times, as long as you have the proper amount of energy. In fact, Nanobreaker encourages the use of these power-ups frequently; after enough use, they level-up with new abilities. For example, many enemies will attack with a barrage of lasers. Rather than get up close and personal with your Plasma Sword, equip the Auto Laser Protect power-up, block their attacks, and send their shots back at 'em! Voila! After enough use, the Auto Laser Protect becomes even more powerful, with the ability to shower instant death upon any who meddle.

Of course, having a whip -- sorry, Plasma Sword -- wouldn't be any fun if it didn't have a few tricks to go along with it, and Nanobreaker stays true. While not used to leap great distances as in Castlevania, tapping the circle button stretches the Plasma Sword to its limits and yanks far-reaching enemies to your face. With a little luck, you'll also land a critical hit and slice the enemy in two before they even know what hit them! Thanks to its ability to pull objects, you'll even have to crack open the brain and use the Plasma Sword to solve a few puzzles here and there. Between the power-ups and the different combo paths available, Nanobreaker features one of the most complex combat systems devised for an action game.

Still, while the combat comes first in Nanobreaker, Igarashi hasn't left his platforming roots completely behind -- you just don't encounter them as often. Many of the puzzle elements in the game stem from challenging the player's ability to solve complex platform formations placed in front of them. As with Castlevania, jumping feels stiff and difficult to aim, but with a little getting used to, it's not hard to take charge and leave the platforming riddles behind.

Robot clean up on aisle 4!

Right now, Nanobreaker's roughest spots actually stem from limitations in the Castlevania engine itself. Whenever you're in an indoor environment, Nanobreaker looks great. Even though the enemies are repetitive, the models are detailed, and there are simply tons of them on screen at once. As soon as you leave the walled-in comforts, however, the visuals become a noticeable train wreck. The engine simply cannot handle the draw distance required for any respectable looking outside atmosphere, and to hide this flaw, a PlayStation-era line of fog now exists. Yuck!

While understandable Igarashi wants to separate Nanobreaker from the confinements of a castle, forcing graphics that simply aren't possible only worsen the situation and take away from what is otherwise a decent-looking game. Additionally, the camera doesn't work in outdoor settings; the placement is far too close to the main character, with no way to change. It's especially problematic during boss battles, when fast movements are necessary to avoid attacks. When the camera is so close, you can't even see the enemy in front of you, and frustration sets in. While we don't expect the graphical limitations to change much between now and Nanobreaker's release, a little work on the camera quirks would be welcome.

It's only a month before Konami releases Nanobreaker to the masses, which means the preview build we've been plowing through isn't likely to change much, if at all. Thankfully, that's not the end of the world. Even if Nanobreaker stays completely as is, it's on course to become a solid, if uninspired, action game to kick off the new year.